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1 // dear imgui: Renderer Backend for DirectX9
2 // This needs to be used along with a Platform Backend (e.g. Win32)
3 
4 // Implemented features:
5 //  [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as ImTextureID. Read the FAQ about ImTextureID!
6 //  [X] Renderer: Support for large meshes (64k+ vertices) with 16-bit indices.
7 
8 // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this.
9 // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need.
10 // If you are new to Dear ImGui, read documentation from the docs/ folder + read the top of imgui.cpp.
11 // Read online: https://github.com/ocornut/imgui/tree/master/docs
12 
13 // CHANGELOG
14 // (minor and older changes stripped away, please see git history for details)
15 //  2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX).
16 //  2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1.
17 //  2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement)
18 //  2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states.
19 //  2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857).
20 //  2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file.
21 //  2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer.
22 //  2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag.
23 //  2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state.
24 //  2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects().
25 //  2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288.
26 //  2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window.
27 //  2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example.
28 //  2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle.
29 //  2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud.
30 //  2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself.
31 //  2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves.
32 
33 #include "imgui.h"
34 #include "imgui_impl_dx9.h"
35 
36 // DirectX
37 #include <d3d9.h>
38 
39 // DirectX data
40 struct ImGui_ImplDX9_Data
41 {
42     LPDIRECT3DDEVICE9           pd3dDevice;
43     LPDIRECT3DVERTEXBUFFER9     pVB;
44     LPDIRECT3DINDEXBUFFER9      pIB;
45     LPDIRECT3DTEXTURE9          FontTexture;
46     int                         VertexBufferSize;
47     int                         IndexBufferSize;
48 
ImGui_ImplDX9_DataImGui_ImplDX9_Data49     ImGui_ImplDX9_Data()        { memset(this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; }
50 };
51 
52 struct CUSTOMVERTEX
53 {
54     float    pos[3];
55     D3DCOLOR col;
56     float    uv[2];
57 };
58 #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
59 
60 #ifdef IMGUI_USE_BGRA_PACKED_COLOR
61 #define IMGUI_COL_TO_DX9_ARGB(_COL)     (_COL)
62 #else
63 #define IMGUI_COL_TO_DX9_ARGB(_COL)     (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16))
64 #endif
65 
66 // Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts
67 // It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts.
ImGui_ImplDX9_GetBackendData()68 static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData()
69 {
70     return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : NULL;
71 }
72 
73 // Functions
ImGui_ImplDX9_SetupRenderState(ImDrawData * draw_data)74 static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data)
75 {
76     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
77 
78     // Setup viewport
79     D3DVIEWPORT9 vp;
80     vp.X = vp.Y = 0;
81     vp.Width = (DWORD)draw_data->DisplaySize.x;
82     vp.Height = (DWORD)draw_data->DisplaySize.y;
83     vp.MinZ = 0.0f;
84     vp.MaxZ = 1.0f;
85     bd->pd3dDevice->SetViewport(&vp);
86 
87     // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient)
88     bd->pd3dDevice->SetPixelShader(NULL);
89     bd->pd3dDevice->SetVertexShader(NULL);
90     bd->pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
91     bd->pd3dDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
92     bd->pd3dDevice->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
93     bd->pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
94     bd->pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
95     bd->pd3dDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
96     bd->pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
97     bd->pd3dDevice->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD);
98     bd->pd3dDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
99     bd->pd3dDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
100     bd->pd3dDevice->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE);
101     bd->pd3dDevice->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE);
102     bd->pd3dDevice->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA);
103     bd->pd3dDevice->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE);
104     bd->pd3dDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
105     bd->pd3dDevice->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE);
106     bd->pd3dDevice->SetRenderState(D3DRS_SPECULARENABLE, FALSE);
107     bd->pd3dDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
108     bd->pd3dDevice->SetRenderState(D3DRS_CLIPPING, TRUE);
109     bd->pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
110     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE);
111     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
112     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
113     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
114     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
115     bd->pd3dDevice->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE);
116     bd->pd3dDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
117     bd->pd3dDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
118     bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
119     bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
120 
121     // Setup orthographic projection matrix
122     // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps.
123     // Being agnostic of whether <d3dx9.h> or <DirectXMath.h> can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH()
124     {
125         float L = draw_data->DisplayPos.x + 0.5f;
126         float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f;
127         float T = draw_data->DisplayPos.y + 0.5f;
128         float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f;
129         D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f,  0.0f, 1.0f, 0.0f, 0.0f,  0.0f, 0.0f, 1.0f, 0.0f,  0.0f, 0.0f, 0.0f, 1.0f } } };
130         D3DMATRIX mat_projection =
131         { { {
132             2.0f/(R-L),   0.0f,         0.0f,  0.0f,
133             0.0f,         2.0f/(T-B),   0.0f,  0.0f,
134             0.0f,         0.0f,         0.5f,  0.0f,
135             (L+R)/(L-R),  (T+B)/(B-T),  0.5f,  1.0f
136         } } };
137         bd->pd3dDevice->SetTransform(D3DTS_WORLD, &mat_identity);
138         bd->pd3dDevice->SetTransform(D3DTS_VIEW, &mat_identity);
139         bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &mat_projection);
140     }
141 }
142 
143 // Render function.
ImGui_ImplDX9_RenderDrawData(ImDrawData * draw_data)144 void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data)
145 {
146     // Avoid rendering when minimized
147     if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f)
148         return;
149 
150     // Create and grow buffers if needed
151     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
152     if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount)
153     {
154         if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
155         bd->VertexBufferSize = draw_data->TotalVtxCount + 5000;
156         if (bd->pd3dDevice->CreateVertexBuffer(bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, NULL) < 0)
157             return;
158     }
159     if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount)
160     {
161         if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
162         bd->IndexBufferSize = draw_data->TotalIdxCount + 10000;
163         if (bd->pd3dDevice->CreateIndexBuffer(bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, NULL) < 0)
164             return;
165     }
166 
167     // Backup the DX9 state
168     IDirect3DStateBlock9* d3d9_state_block = NULL;
169     if (bd->pd3dDevice->CreateStateBlock(D3DSBT_ALL, &d3d9_state_block) < 0)
170         return;
171     if (d3d9_state_block->Capture() < 0)
172     {
173         d3d9_state_block->Release();
174         return;
175     }
176 
177     // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to)
178     D3DMATRIX last_world, last_view, last_projection;
179     bd->pd3dDevice->GetTransform(D3DTS_WORLD, &last_world);
180     bd->pd3dDevice->GetTransform(D3DTS_VIEW, &last_view);
181     bd->pd3dDevice->GetTransform(D3DTS_PROJECTION, &last_projection);
182 
183     // Allocate buffers
184     CUSTOMVERTEX* vtx_dst;
185     ImDrawIdx* idx_dst;
186     if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0)
187     {
188         d3d9_state_block->Release();
189         return;
190     }
191     if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0)
192     {
193         bd->pVB->Unlock();
194         d3d9_state_block->Release();
195         return;
196     }
197 
198     // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format.
199     // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and
200     //  1) to avoid repacking colors:   #define IMGUI_USE_BGRA_PACKED_COLOR
201     //  2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; }
202     for (int n = 0; n < draw_data->CmdListsCount; n++)
203     {
204         const ImDrawList* cmd_list = draw_data->CmdLists[n];
205         const ImDrawVert* vtx_src = cmd_list->VtxBuffer.Data;
206         for (int i = 0; i < cmd_list->VtxBuffer.Size; i++)
207         {
208             vtx_dst->pos[0] = vtx_src->pos.x;
209             vtx_dst->pos[1] = vtx_src->pos.y;
210             vtx_dst->pos[2] = 0.0f;
211             vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col);
212             vtx_dst->uv[0] = vtx_src->uv.x;
213             vtx_dst->uv[1] = vtx_src->uv.y;
214             vtx_dst++;
215             vtx_src++;
216         }
217         memcpy(idx_dst, cmd_list->IdxBuffer.Data, cmd_list->IdxBuffer.Size * sizeof(ImDrawIdx));
218         idx_dst += cmd_list->IdxBuffer.Size;
219     }
220     bd->pVB->Unlock();
221     bd->pIB->Unlock();
222     bd->pd3dDevice->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX));
223     bd->pd3dDevice->SetIndices(bd->pIB);
224     bd->pd3dDevice->SetFVF(D3DFVF_CUSTOMVERTEX);
225 
226     // Setup desired DX state
227     ImGui_ImplDX9_SetupRenderState(draw_data);
228 
229     // Render command lists
230     // (Because we merged all buffers into a single one, we maintain our own offset into them)
231     int global_vtx_offset = 0;
232     int global_idx_offset = 0;
233     ImVec2 clip_off = draw_data->DisplayPos;
234     for (int n = 0; n < draw_data->CmdListsCount; n++)
235     {
236         const ImDrawList* cmd_list = draw_data->CmdLists[n];
237         for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
238         {
239             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
240             if (pcmd->UserCallback != NULL)
241             {
242                 // User callback, registered via ImDrawList::AddCallback()
243                 // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
244                 if (pcmd->UserCallback == ImDrawCallback_ResetRenderState)
245                     ImGui_ImplDX9_SetupRenderState(draw_data);
246                 else
247                     pcmd->UserCallback(cmd_list, pcmd);
248             }
249             else
250             {
251                 // Project scissor/clipping rectangles into framebuffer space
252                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
253                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
254                 if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
255                     continue;
256 
257                 // Apply Scissor/clipping rectangle, Bind texture, Draw
258                 const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y };
259                 const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID();
260                 bd->pd3dDevice->SetTexture(0, texture);
261                 bd->pd3dDevice->SetScissorRect(&r);
262                 bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)cmd_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3);
263             }
264         }
265         global_idx_offset += cmd_list->IdxBuffer.Size;
266         global_vtx_offset += cmd_list->VtxBuffer.Size;
267     }
268 
269     // Restore the DX9 transform
270     bd->pd3dDevice->SetTransform(D3DTS_WORLD, &last_world);
271     bd->pd3dDevice->SetTransform(D3DTS_VIEW, &last_view);
272     bd->pd3dDevice->SetTransform(D3DTS_PROJECTION, &last_projection);
273 
274     // Restore the DX9 state
275     d3d9_state_block->Apply();
276     d3d9_state_block->Release();
277 }
278 
ImGui_ImplDX9_Init(IDirect3DDevice9 * device)279 bool ImGui_ImplDX9_Init(IDirect3DDevice9* device)
280 {
281     ImGuiIO& io = ImGui::GetIO();
282     IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
283 
284     // Setup backend capabilities flags
285     ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)();
286     io.BackendRendererUserData = (void*)bd;
287     io.BackendRendererName = "imgui_impl_dx9";
288     io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset;  // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
289 
290     bd->pd3dDevice = device;
291     bd->pd3dDevice->AddRef();
292 
293     return true;
294 }
295 
ImGui_ImplDX9_Shutdown()296 void ImGui_ImplDX9_Shutdown()
297 {
298     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
299     IM_ASSERT(bd != NULL && "No renderer backend to shutdown, or already shutdown?");
300     ImGuiIO& io = ImGui::GetIO();
301 
302     ImGui_ImplDX9_InvalidateDeviceObjects();
303     if (bd->pd3dDevice) { bd->pd3dDevice->Release(); }
304     io.BackendRendererName = NULL;
305     io.BackendRendererUserData = NULL;
306     IM_DELETE(bd);
307 }
308 
ImGui_ImplDX9_CreateFontsTexture()309 static bool ImGui_ImplDX9_CreateFontsTexture()
310 {
311     // Build texture atlas
312     ImGuiIO& io = ImGui::GetIO();
313     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
314     unsigned char* pixels;
315     int width, height, bytes_per_pixel;
316     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height, &bytes_per_pixel);
317 
318     // Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices)
319 #ifndef IMGUI_USE_BGRA_PACKED_COLOR
320     if (io.Fonts->TexPixelsUseColors)
321     {
322         ImU32* dst_start = (ImU32*)ImGui::MemAlloc((size_t)width * height * bytes_per_pixel);
323         for (ImU32* src = (ImU32*)pixels, *dst = dst_start, *dst_end = dst_start + (size_t)width * height; dst < dst_end; src++, dst++)
324             *dst = IMGUI_COL_TO_DX9_ARGB(*src);
325         pixels = (unsigned char*)dst_start;
326     }
327 #endif
328 
329     // Upload texture to graphics system
330     bd->FontTexture = NULL;
331     if (bd->pd3dDevice->CreateTexture(width, height, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bd->FontTexture, NULL) < 0)
332         return false;
333     D3DLOCKED_RECT tex_locked_rect;
334     if (bd->FontTexture->LockRect(0, &tex_locked_rect, NULL, 0) != D3D_OK)
335         return false;
336     for (int y = 0; y < height; y++)
337         memcpy((unsigned char*)tex_locked_rect.pBits + (size_t)tex_locked_rect.Pitch * y, pixels + (size_t)width * bytes_per_pixel * y, (size_t)width * bytes_per_pixel);
338     bd->FontTexture->UnlockRect(0);
339 
340     // Store our identifier
341     io.Fonts->SetTexID((ImTextureID)bd->FontTexture);
342 
343 #ifndef IMGUI_USE_BGRA_PACKED_COLOR
344     if (io.Fonts->TexPixelsUseColors)
345         ImGui::MemFree(pixels);
346 #endif
347 
348     return true;
349 }
350 
ImGui_ImplDX9_CreateDeviceObjects()351 bool ImGui_ImplDX9_CreateDeviceObjects()
352 {
353     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
354     if (!bd || !bd->pd3dDevice)
355         return false;
356     if (!ImGui_ImplDX9_CreateFontsTexture())
357         return false;
358     return true;
359 }
360 
ImGui_ImplDX9_InvalidateDeviceObjects()361 void ImGui_ImplDX9_InvalidateDeviceObjects()
362 {
363     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
364     if (!bd || !bd->pd3dDevice)
365         return;
366     if (bd->pVB) { bd->pVB->Release(); bd->pVB = NULL; }
367     if (bd->pIB) { bd->pIB->Release(); bd->pIB = NULL; }
368     if (bd->FontTexture) { bd->FontTexture->Release(); bd->FontTexture = NULL; ImGui::GetIO().Fonts->SetTexID(NULL); } // We copied bd->pFontTextureView to io.Fonts->TexID so let's clear that as well.
369 }
370 
ImGui_ImplDX9_NewFrame()371 void ImGui_ImplDX9_NewFrame()
372 {
373     ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData();
374     IM_ASSERT(bd != NULL && "Did you call ImGui_ImplDX9_Init()?");
375 
376     if (!bd->FontTexture)
377         ImGui_ImplDX9_CreateDeviceObjects();
378 }
379